Arovandeon Isero
|
"The wand will protect one from evil. The gem creates light and can blind someone, though it only has 2 uses left. This ring is very useful for trapsmiths." Looking about the group, he asks, "It is my opinion that the ring should go to the one most experienced with traps. I have some skill, but is anyone an expert?"
One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.
Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
It has a third power to blind creatures in a cone-shaped area, but it requires expending 5 charges.
Loenor Shalothas
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Loenor returns to the group after hearing Arovandeon's statement.
"I am somewhat knowledgeable of traps, having more experience than others of my... skillset."
If no others step forward for the ring, Loenor will accept it and put it on.
| GM Tektite |
The party edges southward, wary of danger. The arch around the north entrance to this hallway is covered with detailed carvings depicting the life and accomplishments of a female pharaoh. A charred corpse covered in flecks of glass is visible just inside the hallway.
Fastenhyme's torch reveals a large chamber to the south, a table in its center. The are broken ruby fragments strewn on the table and floor.
| GM Tektite |
Stepping over the charred corpse, Rapunzel moves to collect the ruby pieces. As she steps into the hall, a whirlwind of burning, blinding sands materializes and swirls around the elf and Fastenhyme!!!!!
Damage: 8d6 ⇒ (2, 3, 2, 6, 5, 1, 3, 5) = 27 And blinded for one minute. REF DC 17 for half damage and negate the blindness.
Rapunzel
|
Ref: 1d20 + 1 ⇒ (9) + 1 = 10
Rapunzel grabs her face, screaming in pain as she falls to her knees. Her hair spinning around in a crazy tempest attempting to protect her from the whirlwind.
hp: 2/29, blinded 1 min
Arovandeon Isero
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"Rapunzel! Fästenhyme! Withdraw!" Arovandeon drops his journal to the ground and waves over his companions, then uses his wand to heal them.
Cure Light Wounds Fästenhyme: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds Fästenhyme: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds Fästenhyme: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds Rapunzel: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds Rapunzel: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds Rapunzel: 1d8 + 1 ⇒ (2) + 1 = 3
Fästenhyme
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Wracked with pain and fighting to remain conscious, Fästenhyme claws his way back to the threshold. Once healed by Aro, he rolls over and hoarsely says, "Don't go in there."
-Posted with Wayfinder
Arovandeon Isero
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"Hold still Rapunzel and let me see your eyes." Arovandeon examines Rapunzel, sifting his memories for any relavant information about magical traps and side-effects including blindness.
Identify a spell effect that is in place - Arcana - 20+spell level
Knowledge Arcana: 1d20 + 18 ⇒ (6) + 18 = 24
Arovandeon Isero
|
"Well it doesn't seem permanent." Arovandeon says once Rapunzel is able to see again. Though unable to do much more than state the obvious regarding her sight, he is able to heal more of her other injuries.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Loenor Shalothas
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While the two bold, slightly crispy, adventurers are getting looked at, Loenor moves up to check the poor sod who apparently met the fate which so greedily grabbed for his companions.
Izoki Stoneclaw
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Izoki continues to stealthily walk around the southern perimeter of the room looking for another entrance or secret door.
Stealth: 1d20 + 15 ⇒ (13) + 15 = 28
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Loenor Shalothas
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Dropping the backpack again, Loenor stands. "Useless. Whatever was in there was destroyed by the trap. Still, we should probably take his wayfinder remains. Someone may want it."
Loenor then joins Izoki in checking walls, looking for traps rather than secret doors.
Perception (traps): 1d20 + 10 ⇒ (7) + 10 = 17
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
| GM Tektite |
Izoki and Loenor moves into the last chamber and begin to search.
This large columned chamber shows signs of past comforts, but an ancient battle scorched the walls and ceiling, and cracked and smashed the floor and columns. The remnants of furniture are scattered against the walls, and piles of bodies are stacked in the sleeping alcoves along the south and west walls. A dais crowned with a great, round table rises from the floor in the south part of the room. Three corpses sit around the table as if in conference, each dressed in fine silk robes. A slight breeze whistles through with a sound like a distant, murmuring voice, but there is no sense or meaning in it. An open hallway to the north leads to a natural cavern. Stairs lead downward in the northeast corner of the room, but were buried in stone when the wall collapsed.
Scattered on the floor and the table are the fragments of rudy, Rapunzel noticed.
As they begin to search, you hear sound of footsteps and voices coming toward you.
Arovandeon Isero
|
Stepping quickly away from the entrance, Arovandeon plucks a small vial from his belt, dislodges a wax-sealed cork from the top and swiftly drinks the elixir within. The taste of copper and honey passes his tongue briefly, followed by a tingling numbness ascending the left side of his jaw. There is a sharp sting when it reaches his eye. To the observer it was a startling change - the pupil expands well beyond the normal range, giving his eye the appearance of having turned black. His sight fades from that eye, assigned to a partition in his brain tapping primal instincts for self-preservation. His body begins subtle movements beyond his control, directed by this second mind to avoid threats and danger.
Extract of shield. AC is now 18.
Unable to move token. Would like to move next to Fastenhyme.
Loenor Shalothas
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Drawing his cutlass again, Loenor quietly moves into the room and hides behind the wall, awaiting whoever is following them.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Scuffing his foot on the floor loudly, he hopes that the distance and echoes will help mask his movement. He frowns at his ineptitude.
Rapunzel
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Rapunzel moves forward near to Loenor, trying to keep to the shadows as best she can...
Stealth: 1d20 - 1 ⇒ (20) - 1 = 19
Loenor Shalothas
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Loenor studies the leader as everyone speaks (favored target for now) before chiming in. "You're quite outnumbered and, after the day we've had, we have zero time for games of pride and machismo. So stand down if you want to don't want to become a permanent fixture."
Intimidate: 1d20 + 5 ⇒ (7) + 5 = 12 Pitiful!
Arovandeon Isero
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With the possibility for diplomacy quickly evaporating, Arovandeon begins considering the inevitable conflict, the tactics and the setting.
GM, are we certain this room isn't going to blow up again if we disturb more of the ruby pieces?
Izoki Stoneclaw
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Violence seems inevitable when two competing graverobbers meet.
Izoki squeezes the trigger on the musket aiming at the Ulfen's kneecap and quickly reloads.
ranged touch attack up to 50', deadly aim: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 191d12 + 2 ⇒ (10) + 2 = 12
"You'll never dance again, but if you want to live get the hell outta here!"
I don't see his token on the map, but if he is greater than 50' from Izoki then I will burn a Grit to extend the ranged touch to 100'.
Izoki Stoneclaw
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Izoki's will eventually buy a +1 Mercy Double Barrel Musket to avoid lethal consequences in a conflict situation when diplomacy fails. I'll call it The Negotiator. I wish Pathfinder had a mechanic to "shoot a hat off his head" for intimidation checks.